|
2 years ago ::
Jul 12, 2011 - 7:58AM
#1
|
|
|
I'd like to suggest a toggle to not auto-kill monsters when they hit 0 hp.
This is for two reasons;
A. it allows for monsters that can go unconsous like a player (say, an enemy adventuring party)
and B. It allows for entities with no set hp value (but still need to be tracked)
Example's of B would be a monster that can't be killed, but changes his actions based on how hard the players hit him, or a magic device that absorbs spells cast at it and releases the damage it took at a later time.
Currently I'm just using the notes field to record negitive HP values, but it'd be cool if I could use the damage buttons for this (as well as all the nifty tracking for ongoing damage)
|
|
|
|
2 years ago ::
Jul 12, 2011 - 4:18PM
#2
|
Date Joined:
Jun 23, 2009
|
I guess in 99% cases the monsters die(or got captured) when they reach 0 HP, right?
So, I assume you are talking about to let certain monsters to remain in the initiative order even when they got 0 or less HP and let the DM decide when the monster must leave it. Did I understand it right?
Is it related to traps/hazards or real monsters?
|
|
|
|
2 years ago ::
Jul 13, 2011 - 8:20AM
#3
|
|
|
Yeah, this would only be for certian monsters. This is something I could see using for both real monsters and traps/hazards.
Perhaps a checkbox on monster creation for "Monster leaves initiative order at 0hp"?
Another example I have would be a group of zombies controled by a wizard. The zombies can't die, but once each zombie has taken X damage, the wizard becomes vulnerable.
|
|
|
|
2 years ago ::
Jul 30, 2011 - 2:08PM
#4
|
Date Joined:
Mar 31, 2005
|
This would also work great for Trolls or other monsters that can get up once they're reduced below 0 hp. Right now re-adding them is a bit of a cumbersome process.
|
|
|